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Seymour FFX (Read 1532 times)

Started by OZ, April 02, 2008, 03:33:00 am
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OZ

Seymour FFX
#1  April 02, 2008, 03:33:00 am
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Well since I'm working on him now, I might as well call him a wip.


Standing pose is done



I've been working on a portrait




I am currently working on walking.
I'm not really sure how Seymour should walk.


I will need some suggestions for attacks and specials.


Already planned are a Sin appearance, as well as a move involving Anima.
(Probably Oblivion)
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Re: Seymour FFX
#2  April 02, 2008, 03:52:08 am
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attacks

physical: rod smack, rod trip, rod stab...stuff with his rod =/
magical: well...you've played FFX. element spells. or if you wanna venture out: how about the ever so cliche "orochi light/whateverthefuckyoucallit" for a hyper, instead he turns into his final form for it?
Anima summon as a hyper

as for walking with the rod: standard walk, lifting the rod and putting down its base as he walks

4/27/09 - Nameless V1 Released
*********Current Projects on Temp. Hold*********
Re: Seymour FFX
#3  April 02, 2008, 04:06:53 am
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Don't forget his Overdrive, "Requiem".

http://www.youtube.com/watch?v=w5dweoDcS2Q

Seymour could also use the "Protect" spell the same way as Megaman uses Leaf Shield in MvC(I couldn't figure out the right word to explain the move) though, the possibility of this being spammed is also evident... 


Re: Seymour FFX
#4  April 02, 2008, 10:11:49 am
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I'd say : give more shading to the skin (portrait as well as sprites), because he only has one tone, and he looks really pale.

Good luck with this project, it could be really cool. :)
Re: Seymour FFX
#5  April 02, 2008, 12:29:42 pm
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I'm not really sure how Seymour should walk.

Fairly slow, unhurried.  I don't know whether he SHOULD run at all, but...

His various forms should be useful for ideas for supers.
\"So you have chosen....death.\"-Saruman.

OZ

Re: Seymour FFX
#6  April 03, 2008, 12:57:11 am
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Thank you for the suggestions.
I'll look in to them.

I'd say : give more shading to the skin (portrait as well as sprites), because he only has one tone, and he looks really pale.

I've tried. :'(
Shading has never really been my forte.
I'll try nonetheless.

Seymour could also use the "Protect" spell the same way as Megaman uses Leaf Shield in MvC(I couldn't figure out the right word to explain the move) though, the possibility of this being spammed is also evident... 

Actually a pretty good idea I hadn't thought of.
Even if it is spammable, everybody needs a gimmick. :P


as for walking with the rod: standard walk, lifting the rod and putting down its base as he walks
That's what I'm going to go for.
I'm still having some trouble trying to figure how the bottom of his robe will interact with movement.
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OZ

Re: Seymour FFX
#7  April 28, 2008, 11:23:52 pm
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Ok.
My month of nonstop action is over.

I have not been able to do anything for a long time, so no real updates.
I have had a little time to think however.




I plan to include all four forms of Seymour.

To make Seymour more true to character, I will make transformations permanent rather than include the forms as specials.

In other words, should Seymour transform into Seymour Flux, he cannot go back to normal Seymour, he has to keep fighting as Flux or move on to the next form.

Seeing as Seymour's final form was a tad large, it may be present as a Hyper only usable in Seymour's 3rd form. Or I might actually use it as an Apocalypse sized model. Who knows.



There is one thing I have yet to decide.
How exactly are Seymour's transformations triggered?

Should I make them executable as specials?

Or should I do him Abyss style, and have him move on to the next form following his death?

An Abyss transformation style would certainly make him more difficult to defeat.

But I think that executable transformations would be especially entertaining for human players. It would also add a little strategy to playing him yourself.


On a side note, I want to make a basic attack for 1st form Seymour.
I just want him to release pyr flies from his hand, have them float a short distance and then disappear.
Should I just include the pyrflies with Seymours attacking sprite?
Or should I make each pyrfly a seperate projectile?
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Re: Seymour FFX
#8  April 29, 2008, 01:58:18 am
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IIRC Seymour hit each for based on himself choosing to, and not damage inflicted. so commands would fit more

4/27/09 - Nameless V1 Released
*********Current Projects on Temp. Hold*********

OZ

Re: Seymour FFX
#9  April 29, 2008, 03:04:19 am
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I would prefer it to be on command as well, but I'll have to learn a lot of coding to make it reality.



I noticed a while ago that the character Judgement looked a lot like Seymour's 2nd form, Seymour Natus.

I recolored Judgment to Natus' color scheme.


Using Judgment sprites and the few pictures of Seymour Natus I could find, I'll probably start spriting Seymour's second form.


Seymour - Seymour Natus - Seymour Flux - Seymour Omnis
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